skia2/tests/sksl/shared/NumberConversions.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float unknownInput;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
bool b = true;
short s = short(_uniforms.unknownInput);
int i = int(_uniforms.unknownInput);
ushort us = ushort(_uniforms.unknownInput);
uint ui = uint(_uniforms.unknownInput);
float h = _uniforms.unknownInput;
float f = _uniforms.unknownInput;
short s2s = s;
short i2s = short(i);
short us2s = short(us);
short ui2s = short(ui);
short h2s = short(h);
short f2s = short(f);
short b2s = short(b);
int s2i = int(s);
int i2i = i;
int us2i = int(us);
int ui2i = int(ui);
int h2i = int(h);
int f2i = int(f);
int b2i = int(b);
ushort s2us = ushort(s);
ushort i2us = ushort(i);
ushort us2us = us;
ushort ui2us = ushort(ui);
ushort h2us = ushort(h);
ushort f2us = ushort(f);
ushort b2us = ushort(b);
uint s2ui = uint(s);
uint i2ui = uint(i);
uint us2ui = uint(us);
uint ui2ui = ui;
uint h2ui = uint(h);
uint f2ui = uint(f);
uint b2ui = uint(b);
float s2f = float(s);
float i2f = float(i);
float us2f = float(us);
float ui2f = float(ui);
float h2f = h;
float f2f = f;
float b2f = float(b);
_out.sk_FragColor.x = (((((((((((((((((((((float(s) + float(i)) + float(us)) + float(ui)) + h) + f) + float(s2s)) + float(i2s)) + float(us2s)) + float(ui2s)) + float(h2s)) + float(f2s)) + float(b2s)) + float(s2i)) + float(i2i)) + float(us2i)) + float(ui2i)) + float(h2i)) + float(f2i)) + float(b2i)) + float(s2us)) + float(i2us)) + float(us2us);
_out.sk_FragColor.x = _out.sk_FragColor.x + ((((((((((((((((float(ui2us) + float(h2us)) + float(f2us)) + float(b2us)) + float(s2ui)) + float(i2ui)) + float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + float(b2ui)) + s2f) + i2f) + us2f) + ui2f) + h2f) + f2f) + b2f;
return _out;
}